Video game processing program and video game processing system

ABSTRACT

The present invention allows a processing load for carrying out matching of a plurality of users who satisfy a predetermined condition with each other to be reduced. The user is arranged for every attribute to carry out the matching. The plurality of users thus matched is allowed to play content together. Users with different attributes may alternately stand in a line in which the users are arranged. Further, the users are arranged by inputting a play request for content. Only selection of a condition of the content may be sufficient for the play request.

CROSS-REFERENCE TO RELATED APPLICATION

The present application is a continuation application of U.S. patentapplication Ser. No. 15/736,161, filed Dec. 13, 2017, which is aNational Stage Entry of International Patent Application No.PCT/JP2016/002064, filed Apr. 15, 2016, which claims the benefit ofJapanese Patent Application No. 2015-120617, filed Jun. 15, 2015. Thedisclosure of each of the above-identified applications, including thespecification, drawings, and claims, is incorporated herein by referencein its entirety.

TECHNICAL FIELD

At least one of embodiments according to the present invention relatesto a video game processing program and a video game processing systemfor causing a server to realize functions to control progress of a videogame in response to an operation of a user.

BACKGROUND ART

Heretofore, various kinds of systems for carrying out matching of aplurality of users (players) who participates in a video game with eachother have been proposed. Here, the term “matching of a plurality ofusers with each other” means that a plurality of users (or characters ofthe users) are combined or the plurality of users is associated witheach other. Namely, the plurality of users thus matched has anyrelationship in the video game. In this regard, as examples of therelationship constituted by the matching, there are an appositiverelationship (rivalry) and a peer relationship.

In such a system, for example, by quantifying ability by which each ofthe players plays the video game, players whose ability for play arerivaled are matched with each other (see Patent Document 1).

PRIOR ART DOCUMENTS Patent Documents

Patent Document 1: Japanese Patent Application Publication No.2014-144367

SUMMARY OF THE INVENTION Problems to be Solved by the Invention

However, in the conventional system, there has been a problem that, in acase where a matching condition is complicated, a time required formatching gets longer. Namely, for example, in a case where in a videogame in which a user selects one job from plural kinds of jobs theusers, who respectively selected different jobs, wants to carry outmatching with each other at a server side but there is no user whoselected a given job, the server may have to repeat a process formatching (for example, user search) many times.

It is an object of at least one of embodiments according to the presentinvention to solve the problem described above, and to reduce aprocessing load to carry out matching of a plurality of users whosatisfy a predetermined condition with each other.

Means for Solving the Problems

According to one non-limiting aspect of the present invention, there isprovided a video game processing program for causing a server to realizefunctions to control progress of a video game in response to anoperation of a user, wherein the functions include: an arrangingfunction configured to arrange a user who carries out a play request forcontent in the video game in a frame corresponding to an attribute, theattribute being set to the user or a character operated by the user; anda matching function configured to carry out matching of a plurality ofusers arranged by the arranging function with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,and wherein the arranging function includes a function configured toarrange the plurality of users in a frame corresponding to two kinds ormore attributes so as to give priority to a state where the users towhom different attributes are respectively set are alternately arranged.

According to another non-limiting aspect of the present invention, thereis provided a video game processing system including a communicationnetwork, a server, and a user terminal, the video game processing systembeing configured to control progress of a video game in response to anoperation of a user, the video game processing system including: anarranging section configured to arrange a user who carries out a playrequest for content in the video game in a frame corresponding to anattribute, the attribute being set to the user or a character operatedby the user; and a matching section configured to carry out matching ofa plurality of users arranged by the arranging section with each otherin turn from a head of a line, the line being provided in the frame, theplurality of users satisfying at least a matching condition regardingthe attribute, wherein the arranging section is configured to arrangethe plurality of users in a frame corresponding to two kinds or moreattributes so as to give priority to a state where the users to whomdifferent attributes are respectively set are alternately arranged.

According to still another non-limiting aspect of the present invention,there is provided a video game processing program for causing a userterminal to realize functions to control progress of a video game inresponse to an operation inputted to the user terminal by the user,wherein a server includes: an arranging function configured to arrange auser who carries out a play request for content in the video game in aframe corresponding to an attribute, the attribute being set to the useror a character operated by the user; and a matching function configuredto carry out matching of a plurality of users arranged by the arrangingfunction with each other in turn from a head of a line, the line beingprovided in the frame, the plurality of users satisfying at least amatching condition regarding the attribute, wherein the arrangingfunction includes a function configured to arrange the plurality ofusers in a frame corresponding to two kinds or more attributes so as togive priority to a state where the users to whom different attributesare respectively set are alternately arranged, and wherein the functionsinclude: a receiving function configured to receive information foroutputting information regarding the matching (for example, a matchingresult) from the server.

According to each of the embodiments of the present application, one ortwo or more shortages are solved.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing an example of a configuration of avideo game processing system corresponding to at least one ofembodiments according to the present invention.

FIG. 2 is a block diagram showing a configuration of a video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 3 is a flowchart showing an example of game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 4 is a flowchart showing an example of an operation of a serverside in game processing corresponding to at least one of embodimentsaccording to the present invention.

FIG. 5 is a flowchart showing an example of an operation of a terminalside in the game processing corresponding to at least one of theembodiments according to the present invention.

FIG. 6 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 7 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 8 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 9 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 10 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 11 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 12 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 13 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 14 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 15 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 16 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 17 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 18 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 19 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 20 is a block diagram showing a configuration of the video gameprocessing server corresponding to at least one of the embodimentsaccording to the present invention.

FIG. 21 is a flowchart showing an example of the game processingcorresponding to at least one of the embodiments according to thepresent invention.

FIG. 22 is an explanatory drawing for explaining an example of a gamescreen corresponding to at least one of the embodiments according to thepresent invention.

DESCRIPTION OF THE EMBODIMENTS

Hereinafter, examples of embodiments according to the present inventionwill be described with reference to the drawings. In this regard,various kinds of elements in an example of each embodiment, which willbe described below, can appropriately be combined with each other in arange where contradiction or the like does not occur. Further,explanation of the content that will be described as an example of anembodiment may be omitted in another embodiment. Further, the content ofoperations and/or processing with no relationship to characteristicportions of each embodiment may be omitted. Moreover, various kinds ofprocessing that constitute various kinds of processing flows (will bedescribed below) may be carried out in random order in a range wherecontradiction or the like does not occur in the content of theprocessing.

First Embodiment

FIG. 1 is a block diagram showing an example of a configuration of avideo game processing system 100 according to one embodiment of thepresent invention. As shown in FIG. 1, the video game processing system100 includes a video game processing server 10, and user terminals 20and 201 to 20N (“N” is an arbitrary integer) respectively used by aplurality of users (players) who play a video game. In this regard, theconfiguration of the video game processing system 100 is not limited tothis configuration. The video game processing system 100 may beconfigured so that the plurality of users uses a single user terminal,or may be configured so as to include a plurality of servers.

Each of the video game processing server 10 and the plurality of userterminals 20 and 201 to 20N is connected to a communication network 30such as the Internet. In this regard, although it is not shown in thedrawings, the plurality of user terminals 20 and 201 to 20N is connectedto the communication network 30 by carrying out data communication withbase stations managed by a telecommunication carrier by means of a radiocommunication line.

The video game processing system 100 includes the video game processingserver 10 and the plurality of user terminals 20, 201 to 20N, wherebyvarious kinds of functions for controlling progress of the video game inresponse to an operation of the user are realized.

The video game processing server 10 is managed by an administrator ofthe video game processing system 100, and has various kinds of functionsto provide information regarding the video game to the plurality of userterminals 20, 201 to 20N. In the present embodiment, the video gameprocessing server 10 is constructed by an information processingapparatus, such as a WWW server, and includes a storage medium forstoring various kinds of information. In this regard, the video gameprocessing server 10 is provided with a general configuration forcarrying out the video game, such as a control section and acommunicating section. However, its explanation herein is omitted.Further, in the video game processing system 100, it is preferable thatthe video game processing server 10 manages information regarding thevideo game from a point of view to reduce a processing load on each ofthe plurality of user terminals 20, 201 to 20N. However, the storingsection for storing the various kinds of information may include astorage region with a state that the video game processing server 10 canaccess the storage region. For example, the video game processing server10 may be configured so as to be provided with a dedicated storageregion outside the video game processing server 10.

FIG. 2 is a block diagram showing a configuration of a video gameprocessing server 10A (hereinafter, referred to as a “server 10A”),which is an example of the configuration of the video game processingserver 10. The server 10A at least includes an arranging section 11 andthe matching section 12.

The arranging section 11 has a function to arrange a user who carriesout a play request for content in the video game in a framecorresponding to an attribute set to the user or a character operated bythe user.

Here, the term “content” means one unit of a service in the video game.The configuration of the content is not limited particularly. However,it is preferable that a termination condition thereof is defined. Asexamples of the content, there are content that one user plays byoneself, and content that users of a predetermined number play at thesame time. Further, as examples of the content that a plurality of usersplays at the same time, there are content in which the plurality ofusers cooperates with each other and content in which the users fightagainst each other.

Further, the term “attribute” means a characteristic that is set to theuser or the character operated by the user. In this regard, the server10A may be configured so that an attribute set to an object related tothe user (including a character) is treated as an “attribute of theuser”. The content of the attribute is not limited particularly.However, it is preferable that the user can easily distinguish each ofplural kinds of attributes. As an example of the attribute, there is apart (or role) in the video game.

Further, the frame corresponding to the attribute is used to carry outmatching of a plurality of users with each other on the basis of amatching condition set to the content. The number of framescorresponding to one content is not limited particularly, and maybe thesingular number. As examples of the frame corresponding to the content,there are a frame corresponding to one kind of attribute and a framecorresponding to two kinds or more attributes.

Further, the term “arrange a user in a frame” means that an order isdetermined to arrange the user. The configuration to arrange users inthe frame is not limited particularly. However, it is preferable thatthe configuration to arrange users in the frame is a configuration inwhich users are generally arranged in order that each of the userscarried out a play request corresponding to the content, but exceptionscan be made. In this regard, the server 10A may be configured so as notto arrange users in such a form that each of the users can recognize thearrangement in the frame, but to manage identification information ofeach of the users, identification information of the frame, and an orderof each of the users so as to be associated with each other, forexample.

The matching section 12 has a function to carry out matching of theplurality of users arranged by the arranging section 11 with each otherin turn from the head of a line (or a user line) provided in the frame.The plurality of users satisfies at least a matching condition regardingthe attribute.

Here, the matching condition means a condition to carry out matching ofthe plurality of users with each other. The content of the matchingcondition is not limited particularly so long as it is related to theattribute. However, it is preferable that the matching condition is thecontent in which users of a predetermined number including two or moreusers to whom different attributes from each other are respectively setare matched with each other. As an example of the matching condition,there is a condition of “a user of an attribute A, a user of anattribute B or attribute C, and a user of an attribute D”.

Further, the term “matching in turn from the head of a line” means thata plurality of users who satisfies the matching condition is determinedfrom the head of the line arranged by the arranging section 11, and ismatched. Namely, the user who is positioned at a front portion of theline is preferentially matched. In this regard, the configuration tocarry out matching of the plurality of users in turn from the head ofthe line is not limited particularly. However, it is preferable thatthat server 10A is configured so as to carry out matching of a user whois positioned at the head of one of the plurality of frames with a userwho is positioned at the head of each of the others of the plurality offrames in a case where a plurality of frames is associated with onecontent. As examples of the configuration to carry out matching of aplurality of users in turn from the head of a line, there are aconfiguration to judge that the users who are positioned at the heads ofthe plurality of frames corresponding to the content satisfy thematching condition, and a configuration to extract the plurality ofusers who satisfy a condition from the line.

Further, the arranging section 11 has a function to arrange theplurality of users in a frame corresponding to two kinds or moreattributes so as to give priority to a state where the users to whomdifferent attributes are respectively set are alternately arranged. Inthis regard, the configuration to arrange the users so as to givepriority to the state is not limited particularly. However, it ispreferable that it is a configuration in which the administrator canadjust the degree of priority. As an example of the configuration toarrange the users so as to give priority to the state, there is aconfiguration in which when to arrange a user from whom a play requestis received, an attribute of the user is compared with attributes of oneuser or users of a predetermined number who are arranged at a backportion of a line, and the user is caused to cut into the line inaccordance with a comparison result. Further, as another example, thereis a configuration in which a line constituted by arranging users isrearranged at predetermined timing in accordance with a predeterminedrule (that is, a configuration in which after arranging a user from whoma play request is received at the end of a line corresponding to anattribute of the user, the line is adjusted, or a configuration in whichan order of users who have already been arranged is changed).

Each of the plurality of user terminals 20, 201 to 20N is managed by auser (or a player) who plays the video game, and is configured by acommunication terminal, such as a cellular phone terminal, a PDA(Personal Digital Assistants), and a mobile game device, by which theuser can play a network delivery type game, for example. In this regard,the configuration of the user terminal that the video game processingsystem 100 can include is not limited to the examples described above.However, the user terminal may be configured so that the user canrecognize the video game. As the other example of the configuration ofthe user terminal, there is a so-called wearable divide such as a smartwatch, a combination of the wearable device and the communicationterminal, and the like.

Further, each of the plurality of user terminals 20, 201 to 20N isconnected to the communication network 30, and includes hardware (forexample, the display device for displaying a game screen, an audiooutput device and the like) and software for carrying out the video gameby communicating with the video game processing server 10. In thisregard, each of the plurality of user terminals 20, 201 to 20N may beconfigured so as to be capable of directly communicating with each otherwithout the video game processing server 10. Further, as theconfiguration in which each of the plurality of user terminals 20, 201to 20N receives the user operation, each of the plurality of userterminals 20, 201 to 20N may be configured so as to include a touchpanel corresponding to the game screen, for example.

Next, an operation of the video game processing system 100 (hereinafter,referred to as a “system 100”) according to the present embodiment willbe described.

FIG. 3 is a flowchart showing an example of game processing carried outby the system 100. In the game processing according to the presentembodiment, a process related to matching of the plurality of users iscarried out. Hereinafter, a case where the server 10A and the userterminal 20 (hereinafter, referred to as “terminal 20”) carry out thegame processing as a process related to a cloud game will be describedas an example.

The game processing is started in a case where it becomes timing when aplay request for content by the user is to be received in accordancewith progress of the video game, for example. In this regard, the term“in accordance with progress of the video game” means that occurrence ofvarious kinds of progress or changes and the like that can be generatedin the video game becomes timing or a standard of a specific process. Asexamples of the specific process, there are a judging process, aninformation updating process, and the like. Further, as examples of thevarious kinds of progress or changes that can be generated in the videogame, there are progress of time, a change in a game element value, aspecific status or update of a flag, an operation input by the user, andthe like.

In the game processing, the terminal 20 receives a play request forcontent (Step S11). In the present embodiment, the terminal 20 outputs agame screen that represents identification information of the contentand a matching condition; generates information regarding the receiveduser operation (herein, operation related information) via a controller;and transmits the generated operation related information to the server10A as the play request. Here, identification information of thecontent, identification information of the user, and the attribute ofthe user are contained in the play request.

When the play request is received from the terminal 20, the server 10Aarranges a user on the basis of the received play request (Step S12). Inthe present embodiment, the server 10A arranges the users in a frame,which corresponds to the attribute of the user contained in the playrequest, of frames that are set to the content corresponding toidentification information of the content contained in the play request.Further, the server 10A arranges the users in the frame so as to givepriority to a state where the users to whom different attributes arerespectively set are alternately arranged in a case where the framecorresponding to the attribute of the user is a frame corresponding totwo kinds or more attributes.

When the users are arranged, the server 10A carries out matching of aplurality of users with each other (Step S13). In the presentembodiment, the server 10A carries out matching of the plurality ofusers with each other using the frame corresponding to the matchingcondition for the content, and terminates the processing herein. Namely,for example, in a case where the matching condition set to the contentis “one user with an attribute A and two users with an attribute B or anattribute C”, the server 10A carries out matching of one user who isarranged at the head of the line among users arranged in a frame of theattribute A with two users who are arranged at the head of the lineamong users arranged in a frame of the attribute B or the attribute C.Further, in the present embodiment, the server 10A removes the matcheduser from the corresponding frame, and makes close the line. Then, in acase where users are respectively arranged at the heads of all framescorresponding to the content again, the server 10A carries out matchingof the users with each other.

FIG. 4 is a flowchart showing an operation of the server 10A side in thegame processing. Here, an operation of the server 10A in the video gameprocessing system 100 will be described again.

In the game processing, the server 10A first receives a play request forcontent from the terminal 20 (Step S101), and arranges a user on thebasis of the received play request (Step S101).

When the user is arranged, the server 10A carries out matching of aplurality of users with each other (Step S103), and terminates theprocessing herein.

FIG. 5 is a flowchart showing an example of an operation of the terminal20 side in a case where the terminal 20 carries out the game processing.Hereinafter, the case where the terminal 20 carries out the gameprocessing will be described as an example. Namely, in the presentembodiment, the case where the terminal 20 has functions of therespective sections included in the server 10A will be described.

In the game processing, the terminal 20 first receives a play requestfor content (Step S201). In the present embodiment, the terminal 20receives a play request from a user who operates the terminal 20; andinvites a play request from other user to the content indicated by thereceived play request.

When the play request is received, the terminal 20 receives a playrequest from other user (Step S202). In the present embodiment, theterminal 20 receives a play request containing information regardingother user directly from other terminal or via the server.

When the play request is received, the terminal 20 arranges a user (StepS203). In the present embodiment, the terminal 20 refers to informationregarding other user, which is contained in the received play request,and arranges the other user in the content specified by the user whooperates the terminal 20.

When the user is arranged, the terminal 20 carries out matching of aplurality of users with each other (Step S204), and terminates theprocessing herein. In the present embodiment, the terminal 20 carriesout matching of an attribute of the user thereof with other user on thebasis of the attribute of the user thereof, a matching condition set tothe content specified by the user thereof, and an attribute of thearranged user.

As explained above, as one side of the first embodiment, the video gameprocessing server 10A for controlling progress of the video game inresponse to an operation of the user is configured so as to include thearranging section 11 and the matching section 12. Thus, the arrangingsection 11 arranges the user who carried out the play request forcontent in the video game in the frame corresponding to the attributeset to the user or the character operated by the user; the matchingsection 12 carries out matching of a plurality of users who satisfies atleast the matching condition regarding the attribute in turn from thehead of each of the lines constituted by the plurality of users thusarranged in the frame; and the arranging section 11 arranges theplurality of users in the frame corresponding to two kinds or moreattributes so as to give priority to the state where the users to whomdifferent attributes are respectively set are alternately arranged. Thismakes it possible to reduce a processing load to carry out matching of aplurality of users who satisfies a predetermined condition with eachother.

Namely, in a case of carrying out matching on the basis of the matchingcondition regarding the attribute, it is possible to arrange the usersin the frames corresponding to the attributes to carry out matching ofthe users with each other in turn. This makes it possible to reduce aprocessing load required for the matching compared with the case whereusers who satisfy a matching condition are searched from a plurality ofusers whose order is not set are matched with each other, for example.

In this regard, it has not been mentioned particularly in the example ofthe first embodiment described above. However, the server 10A may beconfigured so as to: refer to a storing section for storing a user andan attribute so as to be associated with each other; judge an attributeof the user who carried out a play request for content; and arrange theuser in a frame (or a line that is constituted in the frame)corresponding to the content on the basis of the judged attribute (thatis, the attribute of the user).

In this regard, it has not been mentioned particularly in the example ofthe first embodiment described above. However, the server 10A may beconfigured to: refer to a storing section for storing a user, anattribute, and other element different from the attribute (for example,an in-game element) so as to be associated with each other; and reflectthe in-game element to the arrangement of the users. Here, the contentof the in-game element is not limited particularly. However, the in-gameelement may have a correspondence relationship with the attribute (forexample, a relationship of an upper rank and a lower rank). As examplesof the in-game element, there are a so-called job (for example, jobs“soldier” and “knight” corresponding to an attribute “tank”) and askill. In this case, for example, the server 10A may be configured toarrange the users in the frame corresponding to one kind or moreattributes so as to give priority to a state where the users to whomdifferent in-game elements are respectively set are alternatelyarranged. By configuring the server 10A so as to reflect the in-gameelement with no relation to the matching condition to the arrangement,it is possible to bring diversity to a matching result.

In this regard, it has not been mentioned particularly in the example ofthe first embodiment described above. However, the server 10A may beconfigured so as to carry out a process regarding play of the content bythe plurality of users thus matched. In this case, it can be said thatthe matching condition set to the content is a condition for theplurality of users to play the content (that is, a content playcondition).

In this regard, in the example of the first embodiment described above,the case where there may be a frame corresponding to a plurality ofattributes has been described as an example. However, the server 10A maybe configured so that only one attribute corresponds to each of theframes. In this case, for example, the server 10A may be configured soas to carry out, in a case where there is no user in a specific frame,matching of a user who is arranged in other frame associated with thespecific frame in advance by considering that the user arranged in theother frame is a user arranged in the specific frame. By configuring theserver 10A in this manner, it is possible to speed up matching by meansof the user to whom other attribute is set in a case where there is nouser to whom a specific attribute is set while preferentially matchingthe user to whom the specific attribute is set.

In this regard, it has not been mentioned particularly in the example ofthe first embodiment described above. However, the server 10A may beconfigured so as to control progress of a video game, which has norelationship with the content, in response to an operation of thearranged user. Namely, for example, the server 10A may be configured soas to: arrange a user when a play request for content is received fromthe user whose character is positioned in a virtual space X; operate thecharacter of the user in the virtual space X in response to an operationof the user; and cause the character of the user to move from thevirtual space X to a virtual space Y corresponding to the content whenthe user is caused to match with other user. In this case, the server10A may be configured so as to remove the user from the line when theattribute of the arranged user is changed before the matching.

Second Embodiment

FIG. 6 is a block diagram showing a configuration of a video gameprocessing server 10B (hereinafter, referred to as a “server 10B”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10B at least includes an arrangingsection 11B, a matching section 12B, and a creating section 13.

The creating section 13 has a function to create a party that iscomposed of a plurality of users who play a video game.

Here, the party means a group of a plurality of users. The configurationto create a party is not limited particularly. However, it is preferablethat the configuration is a configuration in which a party can becreated and dissolved in accordance with an operation of any of theusers. Further, the server 10B may be configured so that the pluralityof users matched by the function of the matching section 12B is treatedas a party.

The arranging section 11B has a function to arrange, when the pluralityof users who belongs to the party that carried out the play request forcontent is arranged, the plurality of users while maintainingassociation among the plurality of users who belongs to the party.

Here, the configuration to receive the play request for content by theparty is not limited particularly. However, it is preferable that theconfiguration is a configuration in which a play request is not receivedfrom a party that cannot fulfill the matching condition set to thecontent. As examples of the configuration to receive the play requestfor content from the party, there are a configuration to individuallyreceive a play request for content from each of all users who belong aparty and a configuration to receive a play request for content fromonly a representative of a party.

Further, the term “arrange users while maintaining association among theusers” means that matching of only a part of the users who belong to theparty with the other user is prohibited. The configuration to maintainassociation among the users is not limited particularly. However, it ispreferable that the configuration is a configuration in which processcontent is not extremely complicated compared with the case where a usercarries out a play request for content by solo. As an example of theconfiguration to maintain association among the users, there is aconfiguration in which in a case where a plurality of users (partyusers) who belongs to the same party carried out a play request forcontent at different timing and other user is positioned between twousers of the party users in a line in which the plurality of users isarranged, the other user is caused to move before or after the partyusers.

The matching section 12B has a function to carry out matching of theparty with other user.

Here, the term “other user” means different users from the user whobelongs to the party. Namely, in a case where the other user belongs toother party, a plurality of parties is matched with each other. In thisregard, the server 10B may be configured so as to prohibit the pluralityof parties from being matched with each other.

FIG. 7 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10B andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10B and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

In the game processing, the server 10B creates a party (Step S2-11). Inthe present embodiment, the server 10B creates a party that is composedof a plurality of users in a case where a predetermined party creatingoperation is received from the plurality of users. Further, in thepresent embodiment, the server 10B specifies a user representative ofthe party (hereinafter, referred to as a “representative user”) inaccordance with a predetermined rule.

When the party is created and a play request for content is receivedfrom the terminal 20, the server 10B arranges the party or the users(Step S2-12). In the present embodiment, in a case where the receivedplay request is made by the representative user of the party, the server10B searches information regarding the party in which the user is incharge of representative user from a predetermined storage region, andarranges each of the users in a frame corresponding to an attribute setto each of the users who belong to the party or a character operated bythe corresponding user.

When the party is arranged, the server 10B carries out matching of theparty with other user (Step S2-13). In the present embodiment, theserver 10B carries outmatching of the plurality of users with one or aplurality of other users in the frame corresponding to a matchingcondition for the content so that a lacking user is matched with theparty while maintaining association among the plurality of users whobelongs to the party.

As explained above, as one side of the second embodiment, the video gameprocessing server 10B is configured so as to include the arrangingsection 11B, the matching section 12B, and the creating section 13.Thus, the creating section 13 creates the party that is composed of theplurality of users who play the video game; the arranging section 11Barranges, when the plurality of users who belongs to the party thatcarried out the play request for content is arranged, the plurality ofusers while maintaining association among the plurality of users whobelongs to the party; and the matching section 12B carries outmatchingof the party with other user. Therefore, it is possible to carry outmatching of other necessary user with a party that cannot play thecontent by alone easily.

Further, as one side of the second embodiment described above, theserver 10B is configured so as to include the arranging section 11, thematching section 12, and the creating section 13. Thus, the matchingsection 12 carries out matching of all members of the party to which theuser belongs with other user when to carry out matching of anyone of theplurality of users who belongs to the party with the other user.Therefore, it is possible to realize a system that can carry outmatching with other user even in a case where the user who constitutesthe party does not specify other user.

In this regard, it has not been mentioned particularly in the example ofthe second embodiment described above. However, the server 10B may beconfigured so as to arrange other users who belong to the party by usingan order of a user whose time required until matching is predicted to bethe shortest among the plurality of users who belong to the party as astandard. In this case, the content of the standard for predicting thatthe time required until matching (prediction standard) is the shortestis not limited particularly. However, it is preferable that the standardis one in which a position of the arranged user (that is, a position ofthe user in the line that is constituted in the frame) is reflected.

In this regard, it has not been mentioned particularly in the example ofthe second embodiment described above. However, the server 10B may beconfigured so as to carry out matching of a plurality of parties thusarranged, which satisfies a matching condition regarding an attribute,in turn from the head of a line among the plurality of parties. In thiscase, the server 10B may be configured so that a frame in which only theparties are arranged is provided. By configuring the server 10B in thismanner, it is possible to manage a user who participates in content bysolo and users who assemble a party and participate in content so as toseparate them from each other.

Third Embodiment

FIG. 8 is a block diagram showing a configuration of a video gameprocessing server 10C (hereinafter, referred to as a “server 10C”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10C at least includes an arrangingsection 11C and the matching section 12.

The arranging section 11C has a function to arrange a user who has nevercleared content (hereinafter, referred to as a “non-cleared user”) in aframe using an arrangement rule regarding the non-cleared user in a casewhere the user who carried out a play request for the content has nevercleared the content.

Here, the term “cleared” means that a user satisfies a clear conditionset to the content. The content of the clear condition is not limitedparticularly. However, it is preferable that the clear condition is onethat the user can recognize easily. As an example of the clearcondition, there is a condition to defeat an enemy character thatappears in the content.

Further, the configuration that the server 10C distinguishes thenon-cleared user from other users is not limited particularly. However,it is preferable that the configuration is one that does not requireself-assessment by the user. As an example of the configuration todistinguish the non-cleared user from other user, there is aconfiguration that user information contains a play history of thecontent.

Further, the arrangement rule means a rule that is used to arrangeusers. The rule to arrange the non-cleared user is not limitedparticularly so long as the non-cleared user is treated in a differentmanner from that for the other user. However, it is preferable that therule is one in which a waiting time of the non-cleared user may normallybecome shorter.

FIG. 9 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10C andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10C and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

When a play request is received, the server 10C arranges a user using anarrangement rule regarding a non-cleared user (Step S3-11). In thepresent embodiment, the server 10C refers to information regarding theuser indicated by the received play request, and treats the user as anon-cleared user in a case where it was determined that the user clearedthe content indicated by the play request.

As explained above, as one side of the third embodiment, the video gameprocessing server 10C is configured so as to include the arrangingsection 11C and the matching section 12. Thus, the arranging section 11Carranges the user in the frame using the arrangement rule regarding thenon-cleared user in a case where the user who carried out the playrequest for the content has never cleared the content. Therefore, it ispossible to manage the non-cleared user so as to separate thenon-cleared user from other users (that is, users who have an experienceto clear the content).

In this regard, it has not been mentioned particularly in the example ofthe third embodiment described above. However, the server 10C may beconfigured to arrange a non-cleared user at a front portion of the lineso that the non-cleared user is preferentially matched compared with auser who has cleared the content previously. In this case, it ispreferable that an administrator side can manage a degree to givepriority to the non-cleared user so that a situation that users otherthan the non-cleared user (hereinafter, referred to as a “clearexperiencing user”) is never matched does not occur. As an example ofthe configuration to arrange a non-cleared user at a front portion of aline, there is a configuration in which the server 10C refers to a linecorresponding to an attribute of a non-cleared user in a case where aplay request newly received is one from the non-cleared user; andarranges the non-cleared user at a position in back of non-cleared userswho have been arranged previously but before the clear experiencing userwhose waiting time is less than a predetermined period of time.

In this regard, it has not been mentioned particularly in the example ofthe third embodiment described above. However, the server 10C may beconfigured so as to arrange a non-cleared user using an arrangement ruleregarding the waiting time of each of users who have been arrangedalready and the play history of the content. Here, the term “waitingtime” means a time that elapses without matching the user since the useris arranged in the frame. Further, the term “play history” means ahistory when the user has played a video game. The content of the playhistory is not limited particularly. However, it is preferable that theplay history contains a history regarding the content. As examples ofthe play history, there are the number of times to play the content, thenumber of times of clear, the number of times of failure, a characterlevel, an equipment level, and a play time.

In this regard, in the example of the third embodiment described above,the case of using the arrangement has been described as an example.However, the server 10C may be configured so that a non-cleared user ispreferentially matched compared with a user who has cleared the contentbefore without using arrangement. In this case, for example, the server100 may be configured so as to: search other player required for thenon-cleared user to play the content without arranging the non-cleareduser in the frame when it is judged that the user who received the playrequest is the non-cleared user; and carryout matching of the otherplayer thus searched with the non-cleared user. In this case, a searchrange is not limited particularly. The search range may be users who arearranged in the frame corresponding to the content, or users who havenot been arranged yet (for example, a login user).

Fourth Embodiment

FIG. 10 is a block diagram showing a configuration of a video gameprocessing server 10D (hereinafter, referred to as a “server 10D”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10D at least includes an arrangingsection 11, a matching section 12, a permitting section 14, and asupplementing section 15.

The permitting section 14 has a function to permit a plurality of users,who are matched by the matching section 12, to play content.

Here, the term “permit to play content” means that the user carries outa process to play the content. The configuration to permit a pluralityof users to play content is not limited particularly. However, it ispreferable that each of a plurality of users can recognize that theusers play the same content at the same time. As an example of theconfiguration to permit a plurality of users to play content, there is aconfiguration in which a temporary virtual space is generated for aplurality of users.

The supplementing section 15 has a function to supplement, when a usersupplement condition for the content played by a plurality of users issatisfied, a user to whom an attribute to be supplemented is set and whoallows to participate in the content in the middle among the usersarranged in the content to the content.

Here, the term “supplement” means that that in a case where a pluralityof users has not satisfied a reference set to the content, other user issupplemented so as to satisfy the reference. The configuration tosupplement a user is not limited particularly. However, it is preferablethat one of a user who has already played content and a supplementeduser can recognize the other. As an example of the configuration tosupplement a user to content, there is a configuration in whichinformation on a temporary virtual space is provided to a user to besupplemented in a case where a plurality of players plays the content inthe virtual space.

Further, the term “user supplement condition” means a condition by whicha process to supplement other user to the user who is playing thecontent is start. The content of the user supplement condition is notlimited particularly. However, it is preferable that a process requiredto judge satisfaction of a condition is easy. As examples of the usersupplement condition, there are logout or fight impossible of a user whoplays content, and action stopping for a given time.

Further, the term “user who allows to participate in the middle” means auser who allows other user to participate in the content that the userplays later. The configuration to judge whether the user is a user whoallows to participate in the content in the middle or not is not limitedparticularly. However, it is preferable that a will of the user isreflected to the configuration. As an example of the configuration tojudge whether to allow to participate in the middle or not, there is aconfiguration in which selection of “whether to allow to participate inthe middle or not” by the user is stored.

FIG. 11 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10D andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10D and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

When the server 10D carries out matching of a plurality of users who arearranged in content with each other (Step S13), the server 10D allowsthe plurality of users thus matched to play the content (Step S4-11). Inthe present embodiment, the server 10D provides information required forthe plurality of users thus matched to play the content as one party toeach of the users.

When the server 10D permits the users to play the content, the server10D supplements a user to the content (Step S4-12). In the presentembodiment, the server 10D refers to information regarding the pluralityof users who are permitted to play the content (that is, playing users);and adds a user to whom the attribute to be supplemented is set and whoallows to participate in the content in the middle to the playing usersas a user to be supplemented (supplemented user) among the usersarranged in the content when the user supplement condition is satisfied.

As explained above, as one side of the fourth embodiment, the video gameprocessing server 10D is configured so as to include the arrangingsection 11, the matching section 12, the permitting section 14, and thesupplementing section 15. Thus, the permitting section 14 permits theplurality of users matched by the matching section 12 to play thecontent; and the supplementing section 15 supplements the user to whomthe attribute to be supplemented is set and who allows to participate inthe content in the middle to the content among the users arranged in thecontent when the user supplement condition for the content played by theplurality of users is satisfied. Therefore, it is possible to completeadditional matching easily.

In this regard, it has not been mentioned particularly in the example ofthe fourth embodiment described above. However, the server 10D may beconfigured so as to preferentially supplement a user who is positionedat a front portion of a line that is composed of arranged user to thecontent. Namely, the server 10D may be configured so as to: refer, whena user with an attribute A secedes from a plurality of users who areplaying given content, to a line constituted in a frame corresponding tothe attribute A among frames corresponding to the content; judge whethereach of the users allows to participate in the content in the middle ornot in turn from the front portion of the line; and supplement the userto the content in a case where it is judged that the user allows toparticipate in the content in the middle.

In this regard, it has not been mentioned particularly in the example ofthe fourth embodiment described above. However, the server 10D may beconfigured so as to judge that the user supplement condition issatisfied when there is a supplement request for a user from the userwho is playing the content. Namely, the server 10D may be configured soas to entrust the user who is playing the content to determine whetherto supplement a user to the content or not.

Fifth Embodiment

FIG. 12 is a block diagram showing a configuration of a video gameprocessing server 10E (hereinafter, referred to as a “server 10E”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10E at least includes an arrangingsection 11E, a matching section 12, a calculating section 16, a storingsection 17, and an extracting section 18.

The calculating section 16 has a function to calculate an average of atime required until an arranged user is matched (hereinafter, referredto as an “average matching time”).

Here, the content of the time required to be matched (waiting time) isnot limited particularly so long as the user can recognize the time as atime required until the matching. However, it is preferable that thetime is measured every attribute of the users with respect to each ofthe contents.

As examples of the waiting time, there are a time from a time when auser inputs a play request to a time when the user starts to playcontent, and a time from a time when a user is arranged in content to atime when the user is matched with other user. Further, theconfiguration to calculate the average matching time is not limitedparticularly. However, it is preferable that the configuration is aconfiguration in which the user can calculate a value that can berecognized as a reference of a “waiting time”. As examples to calculatethe average matching time, there are a configuration in which users of apredetermined number utilizes a time required until matching, and aconfiguration in which a user who carried out a play request within apredetermined period of time utilizes a time required until matching.

The storing section 17 has a function to store the average matching timeof each of a plurality of contents and a time that elapses since atleast a user, who has never cleared the content, was arranged amongusers who have been arranged in the content (hereinafter, referred to asa “non-cleared user waiting time”) so as to be associated with eachother.

The extracting section 18 has a function to refer to the storing section17 to extract one content or a plurality of contents on the basis of apredetermined extraction condition. In the present embodiment, theextracting section 18 has a function to extract content that satisfiesan extraction condition regarding the average matching time(hereinafter, referred to as an “average extraction condition”) andcontent that satisfies an extraction condition regarding the non-cleareduser waiting time (hereinafter, referred to as a “non-cleared extractioncondition”) from the plurality of contents.

Here, the content of the average extraction condition and thenon-cleared extraction condition is not limited particularly. It may bea condition in which one content that satisfies one condition isextracted, or may be a condition in which a plurality of contents thatsatisfies a plurality of conditions is extracted. As an example of theaverage extraction condition, there is a condition of “two contentscontaining content whose average matching time is the shortest andcontent whose average matching time is the second shortest”. Further, asan example of the non-cleared extraction condition, there is “top threecontents of contents that a non-cleared user is waiting for when thecontents are arranged in descending order of waiting times ofnon-cleared users”.

The arranging section 11E has a function to arrange a user correspondingto a play request in which any content is not specified in a framecorresponding to at least one content of extracted content.

Here, the term “play request in which any content is not specified”(hereinafter, referred to as a “random request”) means a play request inwhich one content is not specified from a plurality of existingcontents. The content of the random request is not limited particularly.However, it is preferable that the content is one that the content canbe restricted to an extent. As an example of the random request, thereis a play request that does not contain identification information ofcontent, but contains a kind or level of the content.

FIG. 13 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10E andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10E and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

In the game processing, the server 10E calculates an average matchingtime (Step S5-11). In the present embodiment, the server 10E calculatesthe average matching time for every kind of content.

On the other hand, the terminal 20 receives a play request 10 (StepS5-12). In the present embodiment, the terminal 20 displays a gamescreen in which with respect to the content whose average matching timeis calculated by the server 10E, the content and the average matchingtime are associated with each other. Further, the terminal 20 alsodisplays a game screen through which the user can select an extractioncondition regarding the content, such as a kind and a level of thecontent. The terminal 20 then generates a play request in accordancewith an operation received through the game screen, and transmits thegenerated play request to the server 10E.

When the play request is received, the server 10E extracts content usingthe received play request (Step S5-13). In the present embodiment, whenthe play request is received from the user in a state where the averagematching time is calculated, the server 10E extracts contents of thepredetermined number from a plurality of contents in accordance with theaverage extraction condition and the non-cleared extraction condition.On the other hand, when a play request is received from the user in astate where the average matching time is not calculated or there is nonon-cleared user, the server 10E extracts contents of the predeterminednumber from the plurality of contents in accordance with otherextraction condition.

When the contents are extracted, the server 10E arranges the user ineach of the extracted contents (Step S5-14). In the present embodiment,the server 10E arranges the user who carried out the play request in aframe corresponding to an attribute of the user in each of the extractedcontents. Namely, for example, in a case where the attribute of the userwho carried out the play request is an attribute A and five contents areextracted, the server 10E arranges the user in the frame of theattribute A corresponding to each of the five contents.

As explained above, as one side of the fifth embodiment, the video gameprocessing server 10E is configured so as to include the arrangingsection 11E, the matching section 12, the calculating section 16, andthe extracting section 18. Thus, the calculating section 16 calculatesthe average of the time required until the arranged user is matched (theaverage matching time); when the play request in which any content isnot specified is received, the extracting section 18 refer to thestoring section 17 for storing the average matching time of each of aplurality of contents and time that elapses since at least the user whohas never cleared the content was arranged among the users arranged inthe content (the non-cleared user waiting time) so as to be associatedwith each other, to extract the content that satisfies the extractioncondition regarding the average matching time and the content thatsatisfies the extraction condition regarding the non-cleared userwaiting time from the plurality of contents; and the arranging section11E arranges the user corresponding to the play request in which anycontent is not specified in the frame corresponding to at least onecontent of the extracted contents. Therefore, it is possible toeffectively utilize the play request in which any content is notspecified from the two points of view including a time until play startand support of the non-cleared user.

Further, as one side of the fifth embodiment described above, the server10E is configured so as to include the arranging section 11E, thematching section 12, and the extracting section 18. Thus, the arrangingsection 11E arranges the user who carried out the play request forcontent in the video game in the frame corresponding to the content; thematching section 12 carries out matching of the plurality of users whosatisfies a predetermined matching condition with each other in turnfrom the head of the line that is constituted in the frame by theplurality of users thus arranged; when the play request in which anycontent is not specified is received, the extracting section 18 refersto the storing section 17 for storing a time that elapses since at leasta user who has never cleared the arranged content of a plurality ofcontents in each of which the users are arranged is arranged (thenon-cleared user waiting time) so as to be associated with the contentto extract the content that satisfies the extraction condition regardingthe non-cleared user waiting time from the plurality of contents; andthe arranging section 11E arranges the user corresponding to the playrequest in which any content is not specified in the frame correspondingto at least one content of the extracted contents. Therefore, it ispossible to reduce, when a plurality of users is matched with eachother, stress of each of the users, which may occur until the matchingis completed.

Namely, by effectively utilizing the play request in which any contentis not specified from the point of view of support of the non-cleareduser, it is possible to shorten the waiting time of the non-cleareduser. For this reason, it is possible to reduce stress of the user.

Further, as one side of the fifth embodiment described above, the server10E is configured so as to include the arranging section 11E, thematching section 12, the calculating section 16, and the extractingsection 18. Thus, the calculating section 16 calculates the average ofthe time required until the arranged user is matched (the averagematching time); and the extracting section 18 refers to the storingsection for storing the average matching time of each of the pluralityof contents when a play request in which any content is not specified isreceived; and the extracting section 18 extracts the content thatsatisfies the extraction condition regarding the average matching timefrom the plurality of contents. It is possible to effectively utilizethe play request in which any content is not specified from the twopoints of view of a time until play is started and support of anon-cleared user.

In this regard, it has not been mentioned particularly in the example ofthe fifth embodiment described above. However, the server 10E may beconfigured so as to extract contents of the predetermined number from aplurality of contents in accordance with an extraction rule that usesthe non-cleared user waiting time and the average matching time. Amethod of combining the non-cleared user waiting time and the averagematching time is not limited particularly. However, it is preferablethat the method avoids the content from not being extracted. As anexample of the extraction rule, there is a rule to extract “fivecontents whose average matching time is shorter of contents in which anon-cleared user is waiting for five minutes or longer”.

In this regard, it has not been mentioned particularly in the example ofthe fifth embodiment described above. However, the server 10E may beconfigured so as to preferentially arrange a non-cleared user and a userwho satisfies a matching condition in a frame corresponding to thecontent in which the non-cleared user is arranged. By configuring theserver 10E in this manner, it is possible to shorten a waiting time ofthe non-cleared user.

In this regard, it has not been mentioned particularly in the example ofthe fifth embodiment described above. However, the server 10E may beconfigured so as to extract content in which a user who carried out aplay request not to specify the content and a non-cleared user whosatisfies a matching condition are arranged. By configuring the server10E in this manner, it is possible to shorten a waiting time of thenon-cleared user.

In this regard, in the example of the fifth embodiment described above,the example in which the waiting time of the user who has not clearedthe content is utilized has been explained. However, the condition ofthe user is not limited to the condition that the user has not cleared.The server 10E may be configured so as to utilize awaiting time of auser who has never played the content or a user whose number of times toplay the content is a predetermined number of times or less. Further,the server 10E may be configured so as not to utilize the waiting time,but utilize the number of waiting users.

In this regard, it has not been mentioned particularly in the example ofthe fifth embodiment described above. However, the server 10E may beconfigured so as to remove the user from the frame in a case where thematched user is also arranged in a frame corresponding to other content.Namely, the server 10E may be configured so as to remove the user fromfour other contents (that is, a so-called cue of the user is removed)when a process to control progress of one content is started in responseto an operation of a user who is arranged in a plurality of contents(that is, the user who made the cue to the plurality of contents). Byconfiguring the server 10E in this manner, it is possible to prevent oneuser from matching in a plurality of contents at the same time.

Sixth Embodiment

FIG. 14 is a block diagram showing a configuration of a video gameprocessing server 10F (hereinafter, referred to as a “server 10F”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10F at least includes an arrangingsection 11, a matching section 12, a correcting section 101, and adetermining section 102.

The correcting section 101 has a function to correct a numeral valueregarding a user who is arranged in content on the basis of a value setto the content.

Here, the term “numeral value regarding to the user” means a numeralvalue related to the user in a video game. As examples of the numeralvalue related to the user, there are a so-called level, a status, and aparameter.

Further, the term “value set to the content” means a value set to eachof a plurality of contents that exist in one video game. As examples ofthe value set to the content, there are a so-called degree ofdifficulty, an aptitude level, or a status and a parameter of the user.

Further, the term “correct” means that a numeral value regarding theuser is changed in accordance with a situation. The configuration tocorrect the numeral value regarding the user is not limitedparticularly. However, it is preferable that the configuration is aconfiguration in which a user before playing the content can recognize avalue after correction. As an example of the configuration to correctthe numeral value regarding the user, there is a configuration in whicha level of the user is matched with an aptitude level set to content ina case where the aptitude level exceeds the level of the user.

The determining section 102 has a function to determine a bonus when theuser played or cleared the content (hereinafter, referred to as a“correction bonus”) on the basis of a value before correction and avalue after correction (hereinafter, referred to as a “corrected value”)of the numeral value regarding the user.

Here, the term “bonus” means a privilege to be given to the user. Thecontent of the correction bonus is not limited particularly. However, itis preferable that the correction bonus is one that can become a reasonfor the user to allow the correction. As examples of the correctionbonus, there are a so-called experience value and an in-game item.Further, the configuration to determine the correction bonus is notlimited particularly. However, it is preferable that the content of thecorrection bonus is made different in accordance with a size ofdifference between one before correction and one after correction. As anexample of the configuration to determine the correction bonus, there isa configuration in which the content of the bonus is determined using adifference between a value regarding the user before correction and avalue regarding the user after the correction (for example, a value setto the content). In this case, the server 10F may be configured so as tocalculate a bonus using a formula in which the difference is a variable.Alternatively, the server 10F may be configured so as to refer to atable in which the content of a bonus is associated with a range of thedifference to select a bonus.

Further, the correction bonus is given to the user when the user playsor clears the content in a state where a numeral value after correctionis set to the user himself or herself. Namely, in a case where the userdoes not allow the corrected value and cancels the play request forcontent, for example, the numeral value regarding the user is notcorrected and the correction bonus is not given to the user.

FIG. 15 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10F andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10F and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

When a user is arranged in accordance with a play request from theterminal 20 (Step S12), the server 10F corrects a numeral valueregarding the user (Step S6-11). In the present embodiment, the server10F compares information regarding the content indicated by the playrequest with information regarding the user who carried out the playrequest, and corrects the numeral value regarding the user as required.In this regard, a correction result is stored in a predetermined storageregion so that the server 10F is allowed to refer to the correctionresult when to control progress of the content in response to anoperation of the user.

When the numeral value regarding the user is corrected, the server 10Fdetermines a correction bonus (Step S6-12). In the present embodiment,the server 10F determines the correction bonus in accordance with apredetermined rule.

As explained above, as one side of the sixth embodiment, the video gameprocessing server 10F is configured so as to include the arrangingsection 11, the matching section 12, the correcting section 101, and thedetermining section 102. Thus, the correcting section 101 corrects thenumeral value regarding the user arranged in the content on the basis ofthe value set to the content; and the determining section 102 determinesthe bonus when the user plays or clears the content (that is, thecorrection bonus) on the basis of the value before correction and thevalue after correction. Therefore, it is possible to provide the userwith the video game that the user can enjoy the content for a longertime.

Namely, for example, when a user who exceeds an aptitude level of givencontent is matched with a user who has a level equal to or less than theaptitude level of the content, it is possible to prevent taste oramusement of the content from being lowered due to a large leveldifference. Further, in a case where there is a user who feels acomplaint with a decrease in the level, it is also possible to cancel orsolve the complaint by providing the correction bonus to the user.

In this regard, in the example of the sixth embodiment described above,the case where the correction of the numeral value regarding the userand the determination of the correction bonus are made in accordancewith the play request has been described as an example. However, theserver 10F may be configured so that the correction and thedetermination are carried out before a play request. Namely, forexample, the server 10F may be configured so as to: refer to informationregarding the user of the terminal 20 in a case where the server 10Freceives, from the terminal 20, a request to display a selection screenfor the contents; generate a game screen in which the corrected value,the correction bonus, and the content are associated with each other;and cause the terminal 20 to display the generated game screen.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the server 10F may beconfigured so as to: correct the numeral value regarding the userarranged in the content on the basis of a value set to the content; andadjust a bonus in accordance with the degree of correction. Here, theterm “degree of correction” means a degree to which the numeral valueregarding the user is changed. Further, the bonus means a privilegegiven to the user when the user clears the content.

The configuration to adjust the bonus in accordance with the degree ofcorrection is not limited particularly. However, it is preferable thatthe configuration is a configuration in which the larger the degree ofdifficulty to clear the content by the user becomes, the better thebonus becomes for the user. As an example of the configuration to adjustthe bonus in accordance with the degree of correction, there is aconfiguration in which a bonus is adjusted using a formula that isconstituted by a difference between a bonus before correction and abonus after correction and a numeral value indicating the bonus asvariables.

In this regard, it has not been mentioned particularly in the example ofthe sixth embodiment described above. However, the server 10F may beconfigured so as to: correct the numeral value regarding the userarranged in the content on the basis of the value set to the content;refer to the storing section for storing the content, the bonus, and thenumeral value regarding the user so as to be associated with each otherto compare the bonus that the user can obtain from the contentcorresponding to the numeral value before correction with the bonus thatthe user can obtain from the content in which the user is arranged; andadjust the bonus or determine a correction bonus using a comparisonresult. Namely, for example, the server 10F may be configured so as to:define the bonus that the user can obtain as a “bonus in a case wherethe user plays (or participates in) with the aptitude level” for everykind of content; calculate a difference between a “bonus in the contentthat meets an original level of the user who participates in thecontent” and a “bonus of the content in which the user participates”;and discharge the calculated difference when the content is cleared. Ina case where the server 10F is configured in this manner, the server 10Fmay be configured so as to adjust the bonus or determine the correctionbonus using the comparison result of the bonus in a case where the playrequest in which any content is not specified is received. Moreover, inorder to encourage the user to carry out a “play request in which anycontent is not specified” further, the server 10F may be configured soas to give the user a bonus corresponding to the “play request in whichany content is not specified” separately.

Seventh Embodiment

FIG. 16 is a block diagram showing a configuration of a video gameprocessing server 10G (hereinafter, referred to as a “server 10G”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10G at least includes an arrangingsection 11, a matching section 12, a selecting section 103, a specifyingsection 104, and an informing section 105.

The selecting section 103 has a function to select an attribute thatsatisfies a lacking condition with respect to content (hereinafter,referred to as a “lacking attribute”).

Here, the term “lacking condition with respect to content” means acondition set to judge whether users arranged in the content are inshort (or lack) or not. The content of the lacking condition is notlimited particularly. However, it is preferable that the lackingcondition is one in which a process to select a lacking attribute doesnot become excessive. As an example of the lacking condition, there isan “attribute corresponding to a frame in which the number of arrangedusers is a predetermined number or less”. Namely, for example, in a casewhere with respect to content whose matching condition is “one user withan attribute A, and two users with an attribute B or attribute C”, nouser is arranged in a frame for the attribute A, the attribute A isselected as a lacking attribute.

The specifying section 104 has a function to specify a bonus when theuser to whom the same attribute as the lacking attribute is set plays orclears the content (hereinafter, referred to as a “lacking attributebonus”).

Here, the lacking attribute bonus means one that is given to a user whosets an attribute that satisfies a lacking condition and plays content.The content of the lacking attribute bonus is not limited particularly.However, it is preferable that the lacking attribute bonus is one bywhich the user may be motivated to select a lacking attribute. Asexamples of the lacking attribute bonus, there are a so-calledexperience value and an in-game item. Further, the configuration todetermine the lacking attribute bonus is not limited particularly.However, it is preferable that the configuration is a configuration inwhich the content is made different in accordance with the degree ofshortage (or lack). As an example of the configuration to determine thelacking attribute bonus, there is a configuration in which the contentof a bonus is determined using the number of other users who wait for auser to whom a lacking attribute is set (that is, the number of users towhom any attribute other than the lacking attribute is set among theusers arranged in the content).

The informing section 105 has a function to inform the user associatedwith the content of the lacking attribute and the lacking attributebonus.

Here, the term “inform the user of the lacking attribute and the like”means that the user is caused to recognize at least its presence aboutthe lacking attribute and the like. The configuration to inform the userof the lacking attribute and the like is not limited particularly.However, it is preferable that the configuration is a configuration bywhich the user can recognize the content, the lacking attribute, and thelacking attribute bonus. As an example of the configuration to informthe user of the lacking attribute and the like, there is a configurationin which the terminal 20 is caused to display a game screen so that thecontent, the lacking attribute, and the lacking attribute bonus areassociated with each other.

FIG. 17 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10G andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10G and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

In the game processing, the server 10G selects a lacking attribute (StepS7-11). In the present embodiment, the server 10G selects an attributethat satisfies a predetermined lacking condition from a plurality ofattributes respectively corresponding to the contents.

When the lacking attribute is selected, the server 10G specifies alacking attribute bonus corresponding to the selected lacking attribute(Step S7-12). In the present embodiment, the server 10G judges a lackingdegree of the selected lacking attribute on the basis of the number ofusers, and specifies the lacking attribute bonus on the basis of ajudgement result.

When the lacking attribute bonus is specified, the server 10G informsthe user of the selected lacking attribute and the specified lackingattribute bonus (Step S7-13). In the present embodiment, the server 10Ggenerates information for informing (or notifying) the lacking attributecorresponding to each of a plurality of contents contained in the videogame and the lacking attribute bonus (hereinafter, referred to as“informed (or notified) information”) to the user, and transmits thegenerated informed information to the terminal 20.

When the informed information is received from the server 10G, theterminal 20 outputs the lacking attribute and the lacking attributebonus (Step S7-14). In the present embodiment, the terminal 20 displaysa game screen on the basis of the informed information thus received.

As explained above, as one side of the seventh embodiment, the videogame processing server 10G is configured so as to include the arrangingsection 11, the matching section 12, the selecting section 103, thespecifying section 104, and the informing section 105. Thus, theselecting section 103 selects the attribute that satisfies the lackingcondition with respect to the content (the lacking attribute); thespecifying section 104 specifies the bonus (the lacking attribute bonus)when the user to whom the same attribute as the lacking attribute is setplays or clears the content; and the informing section 105 informs theuser of the lacking attribute and the lacking attribute bonus associatedwith the content. Therefore, it is possible to correct a deviation ofthe attributes selected by the users, and this makes it possible tospeed up the matching.

In this regard, it has not been mentioned particularly in the example ofthe seventh embodiment described above. However, the server 10G may beconfigured so as to select, as the lacking attribute, of which a timethat elapses until a user with the selected attribute is matched afterthe user is arranged in the content is assumed to be shorter than thatof other attribute corresponding to the content. By configuring theserver 10G in this manner, it is possible to select, in a case where thevideo game contains a plurality of contents, a lacking attribute withthe same process as each of all of the contents.

In this regard, it has not been mentioned particularly in the example ofthe seventh embodiment described above. However, the server 10G may beconfigured to: store the lacking attribute in a predetermined storageregion so as to be associated with the content and the selected period;when a play request is received, refer to a storage region to give, in acase where the attribute set to the user who carried out the playrequest or the character operated by the user is consistent with any ofthe latest lacking attribute and the lacking attributes before thepredetermined number from the latest one among the lacking attributescorresponding to the content indicated by the play request, the lackingattribute bonus corresponding to the consistent lacking attribute to theuser when the user plays or clears the content. By configuring theserver 10G in this manner, it is possible to prevent such a situation asfollows, for example. Namely, the situation is a situation in which in acase where the server 10G is configured so as to update the lackingattribute bonus of each of the contents for every five minutes, the usercannot obtain the lacking attribute bonus because when a play requestwith respect to the content is inputted after five minutes or moreelapses since the user recognized the lacking attribute, the lackingattribute and the like of the content is changed from ones when the userrecognized.

Namely, for example, the server 10G and the terminal 20 may beconfigured so that: the server 10G transmits, to the terminal 20,information in which the content is associated with the lackingattribute bonus (herein, the lacking attribute is the attribute A); theterminal 20 displays the game screen, in which the content and thelacking attribute bonus are associated with each other, using thereceived information; and in a case where the user (with the attributeA) of the terminal 20 carried out a play request with respect to thecontent after the server 10G changed the lacking attribute bonuscorresponding to the content (here, the lacking attribute is theattribute B), the server 10G specifies the lacking attribute bonus(attribute A) to be given to the user because the play request(attribute A) received from the terminal 20 is consistent with theprevious lacking attribute (attribute A) of the content with respect tothe latest lacking attribute (attribute B).

In this regard, it has not been mentioned particularly in the example ofthe seventh embodiment described above. However, the server 10G may beconfigured so as to select a plurality of attributes as the lackingattribute in a case where each of the plurality of attributes in onecontent satisfies the lacking condition. Further, in this case, theserver 10G may be configured so as to select only one attribute of theplurality of attributes, each of which satisfies the lacking condition,as the lacking attribute. At this time, the configuration to select oneattribute is not limited particularly. However, it is preferable thatthe configuration is a configuration in which an attribute whose degreeof lack is higher is selected. In this regard, the server 10G may beconfigured so that the degree of lack is specified on the basis of thenumber of users corresponding to each of the attributes, for example.

Eighth Embodiment

FIG. 18 is a block diagram showing a configuration of a video gameprocessing server 10H (hereinafter, referred to as a “server 10H”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10H at least includes an arrangingsection 11, a matching section 12, a creating section 13, and anallowing section 106.

The creating section 13 has a function to create a party that iscomposed of a plurality of users who play a video game.

The allowing section 106 has a function to allow a party to play contentin which at least a part of elements is restricted (hereinafter,referred to as “restricted content”) in a case where the party thatcarried out a play request for content requests to play the content byusers of the number fewer than the number of users set to the content.

Here, the configuration to receive a play request by users of the numberfewer than the number of users set to the content (hereinafter, referredto as a “small group play request”) is not limited particularly.However, it is preferable that the configuration is a configuration thatselection by the user is required. As an example of the configuration toreceive the small group play request, there is a configuration in whicha request that only a party composed of users of the number fewer thanthe number of users set to content plays the content is received fromthe party.

Further, the content in which the part of elements is restricted meanscontent in which various kinds of information constituting the content(elements of the content) are restricted. The configuration to restrictthe elements of the content is not limited particularly. However, it ispreferable that the configuration is a configuration in which aso-called play efficiency is not improved by playing the content with asmall group compared with a case where the content is played with usersof a normal number. As examples of the element of the content to berestricted, there are a functional element and a structural element.Here, as the functional element, there is one regarding a functionrealized by the system 100. As an example of the configuration torestrict the functional element, there is a case where an attribute whento play the content gets free. Further, as the structural element, thereis one regarding a configuration of content. As an example of theconfiguration to restrict the structural element, there is a case wherethe user cannot obtain an in-game element (for example, a so-called dropitem) that is normally obtained by playing the content.

FIG. 19 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 10H andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10H and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

In the game processing, the terminal 20 receives a play request by asmall number of users, which specifies content, from a user who belongsto a party (Step S8-11). In the present embodiment, the terminal 20receives an operation, which indicates content and a notice to allowusers of the number fewer than the number of user set to the content toplay the content, from a user representative of the party; generatesinformation indicating the received operation as a play request; andtransmits the generated play request (that is, a play request by a smallnumber of users) to the server 10H.

When the play request by a small number of users is received from theterminal 20, the server 10H allows the party to play the restrictedcontent (Step S8-12). In the present embodiment, the server 10Hgenerates a virtual space corresponding to the restricted content, andprovides the generated virtual space to each of the users who belong tothe party.

As explained above, as one side of the eighth embodiment, the video gameprocessing server 10H is configured so as to include the arrangingsection 11, the matching section 12, the creating section 13, and theallowing section 106. Thus, the creating section 13 creates the partythat is composed of the plurality of users who play the video game; andthe allowing section 106 allows the party to play the content in whichat least apart of elements is restricted in a case where the party thatcarried out the play request for content requests to play with users ofthe number fewer than the number of users set to the content. Therefore,it is possible to bring diversity to the method of utilizing thecontent.

Namely, it becomes possible for the user to enjoy the content evenoutside of simple clear of the content, such as leading of a beginner ora speedrun with a small group.

Ninth Embodiment

FIG. 20 is a block diagram showing a configuration of a video gameprocessing server 101 (hereinafter, referred to as a “server 101”),which is an example of the video game processing server 10. In thepresent embodiment, the server 10I at least includes an arrangingsection 11, a matching section 12, a creating section 13, and anadjusting section 107.

The creating section 13 has a function to create a party that iscomposed of a plurality of users, who plays a video game.

The adjusting section 107 has a function to adjust a level of an itemand an element of the content in a case where a party that carries out aplay request for content possesses an item whose level exceeds an itemlevel set to the content.

Here, the item means an in-game element that a user is allowed topossess in the video game. Namely, the item is treated in a differentmanner from that of a numeral value set to the user or a characteroperated by the user (for example, a user level).

Further, the item level means a level that is set to each of a pluralityof items contained in the video game. The level (item level) of each ofthe items influences on a performance of the item (for example, anoffensive power).

Further, the term “adjust a level of an item” means that the level ofthe item is changed in accordance with an item level set to the content(hereinafter, referred to as an “aptitude item level”). An example ofthe configuration to adjust the level of the item is not limitedparticularly. However, it is preferable that as a result of adjustmentof the item level, performance of the item used by the user becomes adegree supposed by a creator of the content. As examples of theconfiguration to adjust the item level, there are a configuration inwhich the item level that exceeds the aptitude item level is consistentwith the aptitude item level, and a configuration in which a user iscaused to participate in content with the minimum item level requiredfor participation.

Further, the term “adjust the element of the content” means that variouskinds of information that constitute the content (elements of thecontent) are changed in accordance with a predetermined rule. Theelement of the content to be adjusted is not limited particularly.However, it is preferable that the element is adjusted to an extent thattaste or amusement of the content is not decreased. As an example of theconfiguration to adjust the element of the content, there is aconfiguration in which it is adjusted so that the user cannot obtain areward or an experience value from an appearing monster without changingstrength of the monster and a gimmick.

FIG. 21 is a flowchart showing an example of the game processing carriedout by the system 100. Hereinafter, an operation of the server 101 andthe terminal 20 will be described as an example. In this regard,description of a flowchart that shows an operation of each of the server10I and the terminal 20 is omitted from a point of view to avoidrepeated explanation.

When a play request for content is received from the terminal 20, theserver 101 adjusts a level of an item possessed by a party (Step S9-11).In the present embodiment, the server 10I adjusts the level of the itempossessed or equipped by each of the users so as to become the minimumitem level set to the content indicated by the play request.

As explained above, as one side of the ninth embodiment, the video gameprocessing server 101 is configured so as to include the arrangingsection 11, the matching section 12, the creating section 13, and theadjusting section 107. Thus, the creating section 13 creates the partythat is composed of the plurality of users who play the video game; andthe adjusting section 107 adjusts the level of the item and the elementof the content in a case where the party that carried out the playrequest for content possesses an item whose item level exceeds an itemlevel set to the content. Therefore, it is possible to bring diversityto the method of utilizing the item.

In this regard, it has not been mentioned particularly in the example ofthe ninth embodiment described above. However, the server 10I may beconfigured so that only one of increase or decrease is carried out asthe adjustment of the item level. Namely, for example, the server 10Imay be configured so that when a level of an item possessed by the useris adjusted to the minimum level set to the content, a level of each ofitems whose level is less than the minimum level is not adjusted.

In this regard, in the example of the ninth embodiment described above,the case where the element of the content is adjusted along withadjustment of the item level has been described as an example. However,the server 10I may be configured so as not to adjust the element of thecontent. Namely, by configuring the server 10I so that the item level isadjusted in accordance with the content, it is possible to bringdiversity to the method of playing the content. On the contrary, theserver 10I maybe configured so that the element of the content isadjusted in accordance with a comparison result between the level of theitem possessed by the user and the item level set to the content, butthe item level is not adjusted. Even though the server 10I is configuredin this manner, it is possible to bring diversity to the method ofplaying the content.

In this regard, it has not been mentioned particularly in the example ofthe ninth embodiment described above. However, the server 10I may beconfigured so as to: receive a play request, containing a play purpose,for content in the video game from the user; and provide informationregarding the content to a plurality of users matched with each other onthe basis of the play purpose. By configuring the server 10I in thismanner, it becomes possible to further realize the matchingcorresponding to a demand of the user. In this case, the server 10I maybe configured so as to arrange the user on the basis of the playpurpose.

Here, the play purpose means a purpose for which the user plays thecontent or a purpose to participate in the video game. The content ofthe play purpose is not limited particularly. However, it is preferablethat the content of the play purpose is clear. As examples of the playpurpose, there are clear of content, training of content, and supportfor other user in content. Here, the term “clear” means that a conditionset to the content is satisfied. The content of the condition is notlimited particularly, and a plurality of independent conditions may beset to one content. As examples of the plurality of condition, there aredefeat of a so-called boss character, and completion of an availableitem. Further, the training means that clear of the content is not apurpose. Further, the term “support” means that clear of content ortraining is helped.

Further, the configuration to specify a play purpose is not limitedparticularly. However, it is preferable that such a configuration is aconfiguration in which the user is allowed to recognize the specifiedplay purpose. As an example of such a configuration, there is aconfiguration in which the user is caused to set a play purpose. Asexamples of the play purpose to be selected by the user, there are clearand training. Further, the server 10I may be configured so that in acase where the content can be classified into a plurality of phases, theuser is caused to select which phase is a purpose of the training. Asexamples of the phase, there are a former part, a middle part, and alatter part.

Further, the term “carry out matching of a plurality of users with eachother on the basis of the play purpose” means that the play purpose iscontained in the matching condition. As examples of the configuration tocarry out matching of the plurality of users with each other on thebasis of the play purpose, there are a configuration in which users whohave the same play purpose are matched with each other, and aconfiguration in which users who have a play purpose composed of apredetermined combination are matched with each other. The content ofthe predetermined combination is not limited particularly. However, forexample, there are a support purpose and a training purpose when a partycomposed of two users is created. In this regard, the server 10I may beconfigured so that each of a plurality of matched users can recognize apurpose of the other user with each other. As an example of such aconfiguration, there is a configuration in which a region that indicatesa play purpose of each of the users is provided on a game screen thatindicates a matching result.

Further, the term “provide information regarding the content to aplurality of users” means that information for the plurality of users toplay the content is transmitted to the terminal of each of the users.

In this regard, it has not been mentioned particularly in the example ofthe ninth embodiment described above.

However, the server 10I may be configured so as to: judge, on the basisof a predetermined condition, whether there is a user who is to sufferdisadvantage among a plurality of users matched in accordance with apredetermined rule or not; and output a game screen indicating ajudgement result. By configuring the server 10I in this manner, itbecomes possible to reduce a complaint of the user about disadvantage bythe matching. Namely, by showing the user that the disadvantage occurs,it is possible to prevent disadvantage that the user does not predictfrom occurring. In this case, the server 10I may be configured so that auser who suffers disadvantage is inquired whether to play the contentwith the plurality of users thus matched.

Here, the content of the disadvantage is not limited particularly.However, it is preferable that the disadvantage is one that the user canrecognize to be disadvantage. As examples of the disadvantage, there isa case where a level difference among a plurality of users exceeds athreshold, and a case where users or characters respectively operated bythe users are incompatible. Further, the server 10I may be configured soas to specify disadvantage of each of a plurality of users who plays thesame content on the basis of a play history of the content correspondingto each of the users. Namely, for example, there is a configuration inwhich a reward that can be obtained by playing the content is determinedon the basis of the number of users who have already cleared the contentamong the plurality of users who attempts to play the same content. Asan example of such a configuration, there is a configuration in whichone treasure box can be obtained in a case where the number of users whohave already cleared the content is between one and four, and notreasure box can be obtained in a case where the number of users whohave already cleared the content is five or more.

In this regard, it has not been mentioned particularly in the example ofthe ninth embodiment described above. However, the server 101 may beconfigured so as to: receive the same play request for content by eachof a plurality of users; refer to a storing section configured to storethe user who satisfies the predetermined condition among the pluralityof users, the content, a degree of progress of the content so as to beassociated with each other; and cause the plurality of users to startthe same content in accordance with the degree of progress of thecontent corresponding to each of the users. By configuring the server101 in this manner, it becomes possible to bring diversity to a methodof utilizing the content. Namely, it is possible to carry out matchingof a plurality of users with each other by eliminating restriction thatthe user always has to play the content from the beginning thereof, andthis makes it possible to improve usability of the matching system. Inthis case, the content of the predetermined condition is not limitedparticularly. However, it is preferable that the predetermined conditionis a condition that indicates a relationship among the plurality ofusers, or a condition regarding content that the user attempts to play.As examples of the predetermined condition, there are a condition thatthe user is set to a so-called “leader”, and a condition that the userhas never cleared the content.

Here, the configuration to receive the same play requests for content bythe plurality of users is not limited particularly. The server 10I maybe configured so that users assemble an arbitrary party and then canselect content. Alternatively, the server 10I may be configured so as tocarry out matching of the users of a predetermined number among aplurality of users who carried out the play request with respect to thesame content.

Further, the configuration that the user, the content, and the degree ofprogress of the content are associated with each other is not limitedparticularly. The server 10I may be configured so as to specify theuser. Alternatively, the server 10I maybe configured so as to utilizethe play history of the content by the user. As an example of theconfiguration to utilize the play history, there is a configuration inwhich the degree of progress when the user who is playing the contentfinishes playing (for example, the degree of progress when to fail clearof the content or when the user suspends or break off the play) isstored in a predetermined storage region.

Further, the term “cause a plurality of users to start the same contentin accordance with the degree of progress of the content correspondingto each of the users” means that users who at least satisfy apredetermined condition are caused to play the content from a statecorresponding to the degree of progress of the content. Namely, forexample, in a case where a degree of progress of a user who is a leaderis a “middle part”, at least the leader is caused to play the contentfrom the “middle part”. In this regard, the server 10I may be configuredso that the other users are caused to play the content from the “middlepart” in the same manner as that of the leader. Alternatively, theserver 10I may be configured so that the other users are caused to playthe content from a “former part” thereof.

In this regard, when a plurality of users is caused to start the samecontent with the degree of progress of the content corresponding tousers who satisfy a predetermined condition, a situation that a usersuffers disadvantage due to skip of the degree of progress may occur.Namely, for example, in a case where a user plays the content from the“middle part”, there is a case where the user loses a treasure box thatappears in the “former part” of the content. For that reason, the server101 may be configured so as to inform a user whose degree of progress isdifferent from the degree of progress at which the content is to bestarted among a plurality of users that there is a possibility for theuser to suffer disadvantage. In this regard, in order to avoid such acase, the server 10I maybe configured so as to refer to information, inwhich the user and whether to allow disadvantage or not are associatedwith each other, to carry out the matching.

As explained above, one or two or more shortages are solved by each ofthe embodiments of the present application. In this regard, the effectsby each of the embodiments are non-limiting effects or one example ofeffects.

In this regard, it has not been mentioned particularly in the example ofeach of the embodiments described above.

However, the video game processing system 100 maybe configured so thatwhen a plurality of users is matched with each other, users of thepredetermined number or more, who satisfy the predetermined condition,are not included in a party constituted by matching. Here, the contentof the predetermined condition is not limited particularly. However, itis preferable that the predetermined condition is one regarding the playhistory of the user. As examples of the predetermined condition, thereare a “user who has never clear the content” and a “new user”. Byconfiguring the video game processing system 100 in this manner, it ispossible to correct a deviation of party configurations. This makes itpossible to prevent a party from becoming a state where the party cannotclear the content, for example.

In this regard, the configuration that the users of the predeterminednumber or more, who satisfy the predetermined condition, are notincluded is not limited particularly. However, it is preferable that awaiting time of each of the users who satisfy the predeterminedcondition does not become longer than that of other users. As examplesof the configuration that the users of the predetermined number or more,who satisfy the predetermined condition, are not included in the party,there are a configuration in which it is judged appropriately during thematching, and a configuration in which a matching result is judged. Asan example of the configuration to judge it during matching, there is aconfiguration in which a user who satisfies a predetermined condition isnot added to a party after the number of users who satisfy thepredetermined condition and are included in one party becomes thepredetermined number while a plurality of users is matched in turn.Further, as an example of the configuration to judge the matchingresult, there is a configuration in which in a case where there areusers of the predetermined number or more, who satisfy the predeterminedcondition in the party as the matching result, the party is dissolvedand the matching is carried out again, or the number of users isadjusted by exchanging a part of the users in the party with other user.

In this regard, in each of the embodiments described above, each of theplurality of user terminals 20 and 201 to 20N and the video gameprocessing server 10 carries out the various kinds of processingdescribed above in accordance with various kinds of control programs(for example, a video game processing program) stored in the storagedevice with which the corresponding terminal or server is provided.

Further, the configuration of the video game processing system 100 isnot limited to the configuration that has been explained as the exampleof the respective embodiments described above. For example, the videogame processing system 100 may be configured so that part or all of theprocessing that has been explained as the processing carried out by theuser terminal is carried out by the server 10, or it may be configuredso that part or all of the processing that has been explained as theprocessing carried out by the server 10 is carried out by any of theplurality of user terminals 20 and 201 to 20N (for example, the userterminal 20). Further, it may be configured so that a part or all of thestoring sections included by the server 10 is included in any of theplurality of user terminals 20 and 201 to 20N. Namely, it may beconfigured so that a part or all of the functions included in any one ofthe user terminal 20 and the video game processing server 10 accordingto the video game processing system 100 is included in the other.

Namely, for example, the video game processing system 100 may beconfigured so that the video game processing server 10 generatesinformation regarding the game screen to be outputted to a displayscreen of a display device, or so that the terminal 20 generates suchinformation. In this regard, in a case where the video game processingserver 10 generates the information regarding the game screen, the gamescreen is outputted in the terminal 20 as a game screen of a cloudgaming.

FIG. 22 is an explanatory drawing for explaining an example of the gamescreen. As shown in FIG. 22, a game screen on which an attribute displayregion 2201, an icon display region 2202, a first display region 2210,and a second display region 2220 are provided is displayed on thedisplay screen of the display device included in the terminal 20. Anattribute of the user who operates the terminal 20 is displayed in theattribute display region 2201. An icon for restricting a kind of thecontent is displayed in the icon display region 2202. An image forreceiving a play request in which any content is not specified isdisplayed in the first display region 2210. An image for receiving aplay request in which content (for example, a so-called dungeon) isspecified is displayed in the second display region 2220.

Further, the video game processing program may be configured so as tocause a single video game processing apparatus that does not include acommunication network to realize a part or all of the functions thathave been explained as the examples of the respective embodimentsdescribed above.

(Appendix)

The explanation of the embodiments described above has been described sothat the following inventions can be at least realized by a personhaving a normal skill in the art to which the present invention belongs.

(1)

A video game processing program for causing a server to realizefunctions to control progress of a video game in response to anoperation of a user,

wherein the functions include:

an arranging function configured to arrange a user who carries out aplay request for content in the video game in a frame corresponding toan attribute, the attribute being set to the user or a characteroperated by the user; and

a matching function configured to carry out matching of a plurality ofusers arranged by the arranging function with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,and

wherein the arranging function includes a function configured to arrangethe plurality of users in a frame corresponding to two kinds or moreattributes so as to give priority to a state where the users to whomdifferent attributes are respectively set are alternately arranged.

(1-1)

The video game processing program according to (1),

wherein the functions further include:

a judging function configured to refer to a storing section in whichusers and attributes are stored so as to be associated with each other,and judge an attribute corresponding to the user who carried out theplay request for content, and

wherein the arranging function includes a function configured to arrangethe user in a frame corresponding to the content on the basis of theattribute judged by the judging function.

(2)

The video game processing program according to (1),

wherein the functions further include:

a creating function configured to create a party composed of a pluralityof users, the plurality of users playing the video game,

wherein the arranging function includes a function configured toarrange, when the plurality of users who belongs to the party thatcarried out the play request for content is arranged, the plurality ofusers while maintaining association among the plurality of users whobelongs to the party, and

wherein the matching function includes a function configured to carryout matching of the party with other user.

(2-1)

The video game processing program according to (2),

wherein the matching function includes a function configured to carryout matching of all members of the party to which the user belongs withother user when to carry out matching of anyone of the plurality ofusers who belongs to the party with the other user.

(2-2)

The video game processing program according to (2),

wherein the arranging function includes a function configured to arrangeother users who belong to the party by using an order of a user whosetime required until matching is predicted to be the shortest among theplurality of users who belong to the party as a standard.

(2-3)

The video game processing program according to (2),

wherein the matching function includes a function configured to in turncarry out matching of the plurality of parties that satisfies thematching condition regarding the attribute among the plurality ofparties thus arranged from the head of the line.

(3)

The video game processing program according to (1) or (2),

wherein the arranging function includes a function configured to arrangethe user in the frame using an arrangement rule regarding a user who hasnever cleared the content (hereinafter, referred to as a “non-cleareduser”) in a case where the user who carried out a play request for thecontent has never cleared the content.

(3-1)

The video game processing program according to (3),

wherein the arranging function includes a function configured to arrangethe non-cleared user at a front portion of the line so that thenon-cleared user is preferentially matched compared with a user who hascleared the content previously.

(3-2)

The video game processing program according to (3),

wherein the arranging function includes a function configured to arrangethe non-cleared user using an arrangement rule regarding a waiting timeof each of the users who have been arranged already and a play historyof the content.

(3-3)

The video game processing program according to (3),

wherein the matching function includes a function configured to carryout preferential matching of the non-cleared user compared with a userwho has cleared the content previously.

(4)

The video game processing program according to any one of (1) to (3),

wherein the functions further include:

a permitting function configured to permit the plurality of usersmatched by the matching function to play the content; and

a supplementing function configured to supplement a user to whom anattribute to be supplemented is set and who allows to participate in thecontent in the middle to the content among the users arranged in thecontent when a user supplement condition for the content played by theplurality of users is satisfied.

(4-1)

The video game processing program according to (4),

wherein the supplementing function includes a function configured topreferentially supplement a user, who is positioned at a front portionof the line that is constituted by the arranged users, to the content.

(4-2)

The video game processing program according to (4),

wherein the supplementing function includes a function configured tojudge that the user supplement condition is satisfied when there is asupplement request for a user from the user who is playing the content.

(5)

The video game processing program according to any one of (1) to (4),

wherein the functions further include:

a calculating function configured to calculate an average of a timerequired until the user arranged by the arranging function is matched bythe matching function (hereinafter, referred to as an “average matchingtime”); and

an extracting function configured to refer, when a play request in whichany content is not specified is received, to a storing section forstoring the average matching time of each of a plurality of contents anda time that elapses since at least a user who has never cleared thecontent was arranged among the users who are arranged in the content(hereinafter, referred to as a “non-cleared user waiting time”) so as tobe associated with each other, the extracting function being configuredto extract content that satisfies an extraction condition regarding theaverage matching time and content that satisfies an extraction conditionregarding the non-cleared user waiting time from the plurality ofcontents, and

wherein the arranging function includes a function configured to arrangethe user corresponding to the play request in which any content is notspecified in a frame corresponding to at least one content of thecontent extracted by the extracting function.

(5-1)

The video game processing program according to (5),

wherein the functions further include:

a removing function configured to remove, in a case where the usermatched by the matching function is also arranged in a framecorresponding to other content, the user from the frame.

(6)

The video game processing program according to any one of (1) to (5),

wherein the functions further include:

a correcting function configured to correct a numeral value regardingthe user who is arranged in the content by the arranging function on thebasis of a value set to the content; and

a determining function configured to determine a bonus when the userplays or clears the content (hereinafter, referred to as a “correctionbonus”) on the basis of the value before correction and the value aftercorrection by the correcting function.

(7)

The video game processing program according to any one of (1) to (6),

wherein the functions further include:

a selecting function configured to select an attribute that satisfies alacking condition with respect to the content (hereinafter, referred toas a “lacking attribute”);

a specifying function configured to specify a bonus when the user towhom the same attribute as the lacking attribute is set plays or clearsthe content (hereinafter, referred to as a “lacking attribute bonus”);and

an informing function configured to inform the user of the lackingattribute and the lacking attribute bonus so as to be associated withthe content.

(7-1)

The video game processing program according to (7),

wherein the selecting function includes a function to select, as thelacking attribute, an attribute for every predetermined period of time,of which a time that elapses until a user with the selected attribute ismatched after the user is arranged in the content is assumed to beshorter than that of other attribute corresponding to the content, and

wherein the functions further include:

a storing function configured to store the lacking attribute in apredetermined storage region so as to be associated with the content andthe selected period; and

a giving function configured to refer, when the play request isreceived, to the storage region, the giving function being configured togive, in a case where the attribute set to the user who carried out theplay request or the character operated by the user is consistent withany of the latest lacking attribute and the lacking attributes beforethe predetermined number from the latest one among the lackingattributes corresponding to the content indicated by the play request,the lacking attribute bonus corresponding to the consistent lackingattribute to the user when the user plays or clears the content.

(8)

The video game processing program according to any one of (1) to (7),

wherein the functions further include:

a creating function configured to create a party composed of a pluralityof users, the plurality of users playing the video game; and

an allowing function configured to allow the party to play content in acase where the party that carried out the play request for contentrequests to play the content with users of the number fewer than thenumber of users set to the content, at least a part of elements beingrestricted in the content.

(9)

The video game processing program according to any one of (1) to (8),

wherein the functions further include:

a creating function configured to create a party composed of a pluralityof users, the plurality of users playing the video game; and

an adjusting function configured to adjust, in a case where the partythat carried out the play request for content possesses an item, a levelof the item and an element of the content, an item level of the itemexceeding that set to the content.

(A)

A video game processing program for causing a server to realizefunctions to control progress of a video game in response to anoperation of a user,

wherein the functions include:

a receiving function configured to receive a play request with respectto content in the video game from the user, the play request containinga play purpose; and

a providing function configured to provide information regarding thecontent to a plurality of users who is matched on the basis of the playpurpose.

(1-A)

The video game processing program according to any one of (1) to (9),

wherein the functions further include:

a receiving function configured to receive a play request with respectto content in the video game from the user, the play request containinga play purpose, and

wherein the arranging function includes a function configured to arrangethe user on the basis of the play purpose.

(B)

A video game processing program for causing a server to realizefunctions to control progress of a video game in response to anoperation of a user,

wherein the functions include:

a disadvantage judging function configured to judge whether there is auser who is to suffer disadvantage among a plurality of users or not onthe basis of a predetermined condition, the plurality of users beingmatched with each other in accordance with a predetermined rule; and

an outputting function configured to output a game screen, the gamescreen indicating a judgement result by the disadvantage judgingfunction.

(1-B)

The video game processing program according to any one of (1) to (9) and(1-A),

wherein the functions further include:

a disadvantage judging function configured to judge whether there is auser who suffers disadvantage among the plurality of users matched bythe matching function or not on the basis of a predetermined condition;and

an outputting function configured to output a game screen, the gamescreen indicating a judgement result by the disadvantage judgingfunction.

(C)

A video game processing program for causing a server to realizefunctions to control progress of a video game in response to anoperation of a user,

wherein the functions include:

a collectively receiving function configured to receive the same playrequest for content by each of a plurality of users; and

a starting function configured to refer to a storing section for storinga user, content, and a degree of progress of the content so as to beassociated with each other with respect to users who satisfy apredetermined condition of the plurality of users, the starting functionbeing configured to cause the plurality of users to start the samecontent in accordance with the degree of progress of the contentcorresponding to the user.

(1-C)

The video game processing program according to any one of (1) to (9),(1-A) and (1-B),

wherein the functions further include:

a collectively receiving function configured to receive the same playrequest for content by each of a plurality of users; and

a starting function configured to refer to a storing section for storinga user, content, and a degree of progress of the content so as to beassociated with each other with respect to users who satisfy apredetermined condition of the plurality of users, the starting functionbeing configured to cause the plurality of users to start the samecontent in accordance with the degree of progress of the contentcorresponding to the user.

(10)

A video game processing program for causing a user terminal to realizeat least one function of the functions that the server is caused torealize in accordance with the video game processing program accordingto any one of (1) to (9) and (A) to (1-C), the user terminal beingallowed to communicate with the server.

(11)

A server in which the video game processing program described in any oneof (1) to (10) and (A) to (1-C).

(12)

A video game processing system including a communication network, aserver, and a user terminal, the video game processing system beingconfigured to control progress of a video game in response to anoperation of a user, the video game processing system comprising:

an arranging section configured to arrange a user who carries out a playrequest for content in the video game in a frame corresponding to anattribute, the attribute being set to the user or a character operatedby the user; and

a matching section configured to carry out matching of a plurality ofusers arranged by the arranging section with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,

wherein the arranging section is configured to arrange the plurality ofusers in a frame corresponding to two kinds or more attributes so as togive priority to a state where the users to whom different attributesare respectively set are alternately arranged.

(13)

The video game processing system according to (12),

wherein the server includes the arranging section and the matchingsection, and

wherein the user terminal includes:

an outputting section configured to output information regarding thematching (for example, a matching result) to a display screen of adisplay device.

(14)

A video game processing program for causing a user terminal to realizefunctions to control progress of a video game in response to anoperation inputted to the user terminal by the user,

wherein a server includes:

an arranging function configured to arrange a user who carries out aplay request for content in the video game in a frame corresponding toan attribute, the attribute being set to the user or a characteroperated by the user; and

a matching function configured to carry out matching of a plurality ofusers arranged by the arranging function with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,

wherein the arranging function includes a function configured to arrangethe plurality of users in a frame corresponding to two kinds or moreattributes so as to give priority to a state where the users to whomdifferent attributes are respectively set are alternately arranged, and

wherein the functions include:

a receiving function configured to receive information for outputtinginformation regarding the matching (for example, a matching result) fromthe server.

(15)

A video game processing program for causing a user terminal to realizefunctions to control progress of a video game in response to anoperation inputted to the user terminal by a user,

wherein the functions include:

an arranging function configured to arrange a user who carries out aplay request for content in the video game in a frame corresponding toan attribute, the attribute being set to the user or a characteroperated by the user; and

a matching function configured to carry out matching of a plurality ofusers arranged by the arranging function with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,and

wherein the arranging function includes a function configured to arrangethe plurality of users in a frame corresponding to two kinds or moreattributes so as to give priority to a state where the users to whomdifferent attributes are respectively set are alternately arranged.

(16)

A video game processing program for causing a server to realize at leastone function of the functions that the video game processing programaccording to (15) causes the user terminal to realize, the user terminalbeing allowed to communicate with the server.

(17)

A user terminal in which the video game processing program described in(15) or (16) is installed.

(18)

A video game processing method of controlling progress of a video gamein response to an operation of a user, the video game processing methodcomprising:

an arranging process configured to arrange a user who carries out a playrequest for content in the video game in a frame corresponding to anattribute, the attribute being set to the user or a character operatedby the user; and

a matching process configured to carry out matching of a plurality ofusers arranged in the arranging process with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,and

wherein in the arranging process, the plurality of users is arranged ina frame corresponding to two kinds or more attributes so as to givepriority to a state where the users to whom different attributes arerespectively set are alternately arranged.

(19)

A video game processing method carried out by a video game processingsystem to control progress of a video game in response to an operationinputted to a user terminal by a user, the video game processing systemcomprising a communication network, a server, and the user terminal, thevideo game processing method comprising:

an arranging process configured to arrange a user who carries out a playrequest for content in the video game in a frame corresponding to anattribute, the attribute being set to the user or a character operatedby the user; and

a matching process configured to carry out matching of a plurality ofusers arranged in the arranging process with each other in turn from ahead of a line, the line being provided in the frame, the plurality ofusers satisfying at least a matching condition regarding the attribute,and

wherein in the arranging process, the plurality of users is arranged ina frame corresponding to two kinds or more attributes so as to givepriority to a state where the users to whom different attributes arerespectively set are alternately arranged.

INDUSTRIAL APPLICABILITY

According to one of the embodiments of the present invention, it isuseful to reduce a processing load to carry out matching of a pluralityof users who satisfy a predetermined condition with each other.

EXPLANATION OF REFERENCE NUMERALS

-   10 video game processing server-   11 arranging section-   12 matching section-   13 creating section-   14 permitting section-   15 supplementing section-   16 calculating section-   17 storing section-   18 extracting section-   101 correcting section-   102 determining section-   103 selecting section-   104 specifying section-   105 informing section-   106 allowing section-   107 adjusting section-   20, 201 to 20N user terminal-   30 communication network-   100 video game processing system

What is claimed is:
 1. A video game processing program for causing aserver to realize functions to control progress of a video game inresponse to an operation of a user, wherein the functions include: anarranging function configured to arrange a user who carries out a playrequest for content in the video game in a frame corresponding to anattribute, the attribute being set to the user or a character operatedby the user; and a matching function configured to carry out matching ofa plurality of users arranged by the arranging function with each otherin turn from a head of a line, the line being provided in the frame, theplurality of users satisfying at least a matching condition regardingthe attribute, and wherein the arranging function includes a functionconfigured to arrange the plurality of users in a frame corresponding totwo kinds or more attributes so as to give priority to a state where theusers to whom different attributes are respectively set are alternatelyarranged.